I also don't understand the turn order. Sometimes he just gets no less than four turns in a row. What can I do about a Blue Shockwave followed by a Meteor? The answer is nothing.

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Necron's ATB is a bit tricky since he actually has 4 ATB bars. The main one is the fastest and casts Blue Shockwave and Grand Cross (and Neutron Ring in vanilla ; here it became a counter). The other ATBs use respectively the -aga spells, the Cure/Buff spells and the Flare/Holy/Meteor megaspells. So yeah, you can't do a lot if he gets several turns at once ^^But knowing that, you can care a bit more of the ATB trick : it's not always a good idea to let the ATB run while Necron is casting.

To further elaborate on how Necron works: if you take a look at the Necron battle in Hades Workshop you'll realise that Necron is not alone in this fight. He is accompanied by 3 Dummy enemies that have no name displayed in-game. Furthermore, they are un-targetable, invisible and invincible, so the player has no way of knowing that they are even there. Now here's the deal: Necron himself has really only 3 different attacks: Blue Shockwave, Grand Cross, and Neutron Ring. All other attacks that you see in this battle are performed by those 3 dummy enemies, giving the player the illusion that Necron is capable of acting multiple times in a row (which, in reality, he is not).

This is also the reason why you don't see any body animation of Necron when one of the aforementioned spells is cast. Blue Shockwave, Grand Cross, and Neutron Ring are the only attacks where Necron actually moves his body, but for all the other spells, he just stands still because he is not the one casting them.

I have the same issue with my game just freezing at a black screen after copying the files over and yes my game is up to date.p0data2.bin and p0data7.bin and the game can be run, the problems start happening as soon as resources.assets and Assembly-CSharp.dll get thrown in.

Semi-Related: Hades Workshop also loads data really weird with all spells being shown as having a power of 255 with all elements checked off.

It means quiet for sure that we don't have the same version of FF9 Steam. I double-checked and my game is said to be up-to-date. Either yours is not, either I screw up something and my game can't update anymore (that'd be strange though since most people that left comments succeed in installing the mod).There's also the possibility that you used Albeoris's Memoria tool. Remember they are not compatible (both Alternate Fantasy and Hades Workshop).

You may need to check that your game is up-to-date with the Steam client. Sometimes, the update is not automatic and doesn't trigger just by running the game.

It's not my spirit to give away infos like this ; the mod was partly done to encourage the player to explore the game anew.I can say that there are two orichalcons in the mod, both of them are different from the original game and one of them is missable.

Well Tirlititi, you have motivated me to buy FFIX on Steam. To be frank, I think your mod of FFIX is not only the best mod I've found, it's better than vanilla. I really want to replay this again. You made FFIX so much more fun and interesting.

And now, with it on PC, even my godawful computer can probably record decent footage of the Beatrix fight. I especially want to get the Burmecia boss battle which your mod made one of the best fights in the game. Having to actually "win" was such a surprise yet it was also thrilling and the fight itself was just the right level of difficult. It combined with the music and background to really sell Beatrix as this super badass.

I never did defeat Necron in my last run, nor Ozma nor the Yans. But I will this time! Gonna try a different party composition. With Beatrix, that just adds extra incentive to give this another go.

Question, though. Necron is a huge challenge but in both this and Unleashed, Trance Kuja was a bit of a joke.

Do you have any plans of altering your mod to change up certain fights or whatever? I really would like to see what should have been the final boss be more of a challenge.

Also I just now realized something very important.

Is there a way to save in this game between Trance Kuja and Necron? Because I just realized, since I'm gonna be getting this for PC next, I won't have save states anymore. I do not foresee me beating Necron on my first or even second or third try. I had a save state ready to go right before the fight in my last run which saved me an unbelievable amount of time.

Yep, Trance Kuja is a bit disappointing. I just had no idea for this fight but hopefully, some update of my tool will allow to have more varied abilities (along the same line, I want to make Zidane's Transcend skill able to target any character whose Trance bar is over 50% or such).

For Necron's save state, you have the auto-save which should do just fine. If you die, you can just use the "Continue" option to get to the hill of despair right after beating Trance Kuja (you have to do all the cutscene and menus again though).

This mod is incredible. Thanks so much for bringing fresh life back into my favourite game!

I do have a question though. I've played up to the point of reaching Terra so far, but I haven't encountered any weapons that Beatrix can equip, apart from her default Save the Queen. Are there supposed to be more for her found somewhere in the game? If so, then where? Otherwise, what can she learn her Seiken abilities from?

Beatrix can also use the Knight Swords, except for Excalibur II (that makes Ragnarok, Excalibur and a third one which I don't remember the name).Her Seiken abilities should be learned by the time you get her in your team. There is an exception : if you applied the newest version of the mod after the Alexandria escape in disc 2, she won't have those abilities learned and you need to learn a few abilities from the Knight Swords indeed.

If you applied the newest version of the mod before starting a new game, or if it was before the Alexandria events, then that's a non-intended bug : she should have most of her abilities available when you recruit her (a few ones are on Save the Queen).

Enjoying the early game so far, Steiner having insta-death caught me off guard, I was expecting the 1st few battles to be standard warmup. I have 2 questions, is the issue with leveling up early causing Eiko and Amarant have less stats/magic stones fixed so should I still avoid leveling until disk 3 as usual (I don't care too much about max stats more just hate to miss out on too many magic stones). And if that's still true is the Marcus/Eiko stat bug fixed?

love how you intergrated Beatrix into scenes after you get her in Alexandria, loving the mod so far.i have a question tho, while loading your mod into the hades workshop, what should i leave ticked if i just want Beatrix to join and have her new scenes plus the "hidden" scenes like puck and vivi on the rooftops?i wanna try making my own personal mods to the game but the way you added Beatrix to the game is just too awesome to pass.

Thanks Almaz I wrote a detailed post about keeping only the Beatrix-related stuff on Steam. Daeoc followed these instructions (Beatrix with supporting abilities and all the other fields modifications) based on the v4.2 of my mod. Using his file is the easiest. Otherwise, here are the things to do:

2) Go to "File" -> "Open Mod" and select the .hws file which is available in the mod's archive.

3) Untick all the boxes "Spells", "Commands", etc... Only keep the following ones :TextsFields

4) Once the mod is imported, go to "Tools" -> "Mod Manager". There is a list of fields for which I did modifications and you want to keep only the ones that are related to Beatrix, right? If you don't care, or if you want the other modifications (most of them are about unlocking the hidden scenes), you can skip this step. Otherwise, untick the following fields :All the fields up to "A. Castle/Courtyard" (not the one at the top, rather the one near the end of the list, before I. Castle fields - let that "A. Castle/Courtyard" ticked)I. Castle/StairwellDaguerreo/EntranceDaguerreo/Right HallChocobo's LagoonChocobo's Air GardenMognet CentralMemoria/EntranceMemoria/BirthMemoria/Gate to Space

5) Almost done : go to the panel "Environment" -> "Fields" and search for the field "Pand./Hall" (2nd one). In this field, I make the battle a bit harder whether there is Beatrix or not, but since the battle modifications are not imported, it will bug. Click on "Edit Scripts", then "Function Main_Loop", then browse the script's to find these lines (near the 2 thirds):

3) If you've read the description of the macro, you know you need to go to the panel "Party" -> "Stats", select Beatrix and modify her Ability list + her AP requirements. Either you do that for her Ability Set 2 (that's the one used from disc 3 and afterwards), either you do that for both Ability Sets. Thunder Slash needs a non-zero AP requirement. Input her supporting abilities there as well.

4) You should check that Beatrix has access to the supporting abilities (that is, she can wear at least one piece of equipments that teach the abilities you gave her). You may go to the panel "Inventory" -> "Items" -> "Regular Items" and add abilities to armors for that purpose.

5) By default, I made so that Beatrix automatically learns her abilities Cura, Silence, Reflect, Blind, Thunder Slash, Stock Break and Shock. If you're not ok with that (either add more, either remove some), go to the "Fields" panel, search for "A. Castle/Queen's Chamber" (at some point, there are two of them with the "Library" field between them : choose the 2nd one). Then "Edit Script", go to the "Beatrix_Loop" function and search for the lines "CureStatus" and "LearnAbility" near the end. Add more "LearnAbility" lines or remove some of them, then Parse and Ok.

5) Proceed to steps 6-7) of flavor I.

III - Other language versionYou may include the flavor's II steps for it.You need some gumption for it so I won't go far into details.

1) Do steps 1-5) of flavor I but with two differences :- At step 1), choose your language instead,- At step 3), untick "Texts" and the remaining "including texts".

2) You need to add custom translated texts in the "Environment" -> "Texts" panel. Look at the texts already in place for the text format (the dialog conventions may also differ from one language to the other, like the english dialogs using “” and a space at each new line). The added texts which are related to Beatrix can be found in the following file (append ".txt" to the URL). Since it contains spoilers of my mod, don't dare to read it for non-translation puprose ! Else, I'll get to come to your house and remove your memories of this file 'manually' from your head.https://dl.dropboxusercontent.com/u/98687557/Divers/FF9Beatrix

3) Unless I'm missing things, that's enough and you can proceed to steps 6-7) of flavor I (if you share the translation, you'll spare headache and I will be gratefull).

The "Mod Manager" step is the one that decides whether you keep or not cutscenes and/or hidden scenes and/or little tweaks in the fields. Here is a list of the modified fields in the order and what kind of modification they involve:

Hi Tirlititi, I've been playing around with the Beatrix mod and Hades Workshop and I've really enjoyed it! I have one question regarding Excalibur II. You mentioned it can now be obtained by also getting all the treasures in the game.

What would I need to edit using Hades Workshop if I just wanted to implement that particular change and not the entire Alternate Fantasy mod? I'm using the standalone Beatrix mod with minor changes to other stuff here and there but I have no idea what to change for the Excalibur II reward.